Large fey (bond, mount, shapechanger), neutral evil

Armor Class 13
Hit Points 90 (12d10 + 24)
Speed 40 ft., swim 60 ft.

18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Skills Deception +5, Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 4 (1,100 XP)


  • Amphibious. The tangie can breathe air and water.
  • Bonding. The tangie can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the tangie bonds with a different creature or until the bonded creature dies.
  • Fey Ancestry. The tangie has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The tangie’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The tangie has advantage on saving throws against spells and other magical effects.
  • Saddle. The tangie can wear a saddle on its back. One Medium or two Small creatures can sit on the saddle without squeezing. To make a melee attack against a target within 5 feet of the tangie, they must use spears or weapons with reach. If the tangie dies, creatures hanging fall straight down, taking falling damage, and land in unoccupied spaces within 5 feet of the tangie’s position on the ground.
  • Trampling Charge. If the tangie moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tangie can make another attack with its hooves against it as a bonus action.
  • Underwater Camouflage. The tangie has advantage on Dexterity (Stealth) checks made while underwater.
  • Water Walking. The tangie can walk across water and other liquids as if they were solid ground.


  • Multiattack. The tangie makes two attacks, only one of which can be a Bite.
  • Claws (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 5 feet toward the tangie. Until this grapple ends, the target is restrained, the tangie tries to drown it, and the tangie can’t use its claws on another target.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Hooves (Horse or Tangie Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Terrifying Gaze. The tangie targets one creature it can see within 30 feet of it. If the target can see the tangie, it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the tangie’s Terrifying Gaze for the next 24 hours.


  • Change Shape. The tangie can magically polymorph into a Large horse or a Medium aged Humanoid, or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.


This seaweed-draped horse-like creature has a malicious gleam in its watery eyes.

Tangies are malevolent shape-shifting sea spirits that inhabit coastal waters. They take on the forms of sea horses, horses, or aged men, often adorned with seaweed. These creatures are known for terrorizing travelers, particularly young women near lochs and lonely roads at night.

Tangies are cunning predators that use their shape-shifting abilities to lure victims into their grasp. They abduct and devour young women under the water, feeding on their fear and energy. Tangies also possess the ability to cause derangement in humans and animals, contributing to their terrifying reputation.

In folklore, tangies played a significant role in the legend of Black Eric, a notorious sheep rustler. The tangie he rode granted him supernatural assistance during his raids and harassments. Even after his death, the tangie continued to terrorize the region, especially targeting young women in its attempts to abduct and devour them.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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